Example #1
0
        public static MatrixConfig GetDebugConfig()
        {
            return(new MatrixConfig
            {
                FpsLimit = 60,
                IsFullscreen = false,
                IsMultipleMonitorEnabled = false,

                RenderLayers = new List <GlyphStreamManagerConfig> {
                    GlyphStreamManagerConfig.Debug(),
                },
            });
        }
        public GlyphStreamManager(GlyphStreamManagerConfig settings, Vector2u workingArea)
        {
            _workingArea = workingArea.ToRectangle();
            streams = new List<GlyphStream>();
            _settings = settings;

            if (!string.IsNullOrEmpty(settings.ShaderType)) // TODO: configurable shader
            {
                shader = ShaderWrapper.Get(settings.ShaderType);
                tempCanvas = new RenderTexture(workingArea.X, workingArea.Y, true);
                tempCanvas.Display();
            }

            _maximumStreams = settings.MaximumGlyphStreams;
            _chanceOfNewStream = settings.ChanceOfNewGlyphStream;
        }
Example #3
0
        public GlyphStreamManager(GlyphStreamManagerConfig settings, Vector2u workingArea)
        {
            _workingArea = workingArea.ToRectangle();
            streams      = new List <GlyphStream>();
            _settings    = settings;

            if (!string.IsNullOrEmpty(settings.ShaderType)) // TODO: configurable shader
            {
                shader     = ShaderWrapper.Get(settings.ShaderType);
                tempCanvas = new RenderTexture(workingArea.X, workingArea.Y, true);
                tempCanvas.Display();
            }

            _maximumStreams    = settings.MaximumGlyphStreams;
            _chanceOfNewStream = settings.ChanceOfNewGlyphStream;
        }
Example #4
0
        public static MatrixConfig GetDevConfig()
        {
            var smallConfigGlitch = GlyphStreamManagerConfig.Mini();

            smallConfigGlitch.MaximumGlyphStreams = 100;
            smallConfigGlitch.ShaderType          = GlyphStreamManagerConfig.SHADER_GLITCH;

            var bigConfigNoGlitch = GlyphStreamManagerConfig.BigFew();

            bigConfigNoGlitch.ShaderType = null;
            var bigConfigGlitch = GlyphStreamManagerConfig.BigFew();

            bigConfigGlitch.MaximumGlyphStreams = 2;
            var bigConfigGhost = GlyphStreamManagerConfig.BigFew();

            bigConfigGhost.MaximumGlyphStreams = 2;
            bigConfigGhost.ShaderType          = GlyphStreamManagerConfig.SHADER_GHOST;

            return(new MatrixConfig
            {
                FpsLimit = 60,
                IsFullscreen = true,
                IsMultipleMonitorEnabled = true,
                RenderLayers = new List <GlyphStreamManagerConfig> {
                    smallConfigGlitch,
                    smallConfigGlitch,
                    smallConfigGlitch,
                    smallConfigGlitch,
                    smallConfigGlitch,
                    bigConfigNoGlitch,
                    bigConfigGlitch,
                    bigConfigGlitch,
                    bigConfigGlitch,
                    bigConfigGhost,
                },
            });
        }